This page explains what render pipelines and platforms support BatchRendererGroup (BRG) and explains how to set up your project to support BRG.
The following table shows which render pipelines support BRG.
기능 이름 | 빌트인 렌더 파이프라인 | 유니버설 렌더 파이프라인(URP) | 고해상도 렌더 파이프라인(HDRP) | 커스텀 SRP |
---|---|---|---|---|
BatchRendererGroup | 지원 안 함 | 지원(1) | 지원(1) | 지원(1) |
참고:
Unity supports BRG on:
Before you use BRG, your project must support it. BRG requires your project to:
Note: The BatchRendererGroup uses DOTS Instancing shaders, but it doesn’t require any DOTS packages. The name reflects the new data-oriented way to load instance data, and also helps with backward compatibility with existing Hybrid Renderer compatible shaders.
For information on how to use BRG to create a basic renderer, see Creating a renderer with BatchRendererGroup.